Electronic Tic Tac Toe Game With Extended Play And A Winner In Every Game

ABSTRACT

An electronic Tic Tac Toe game designed to be played on mobile devices such as smartphones or tablets, or on a computer. It is normally played by two players who may be physically at the same location, or who may be at different locations and playing the game with each other while connected through the internet or a cellular connection or other type of network. The players take turns selecting positions on a three by three grid, and the game proceeds. A winner is declared when any player has achieved three of their markers in a row, with a row being any direction to include horizontal or vertical or diagonal. Thus, on the three by three grid, there are a total of eight rows that can accommodate three markers in a row for a winner to be declared. To insure that the game will continue until a winner is achieved for every game, the grid will be evaluated when any player has placed their fourth marker on the grid, and at every successive play after that—and if a winner has not yet been achieved, then one of that player&#39;s markers will be removed from the grid, to allow play to continue until one player has achieved three in a row, allowing a winner to be declared.

FIELD OF THE INVENTION

This game concept is in the field of electronic games. The play of this game is similar to the classic Tic Tac Toe game that has been played for hundreds of years. The original Tic Tac Toe game was played using a physical surface such as a wall and chalk, and in contrast the present game is played on an electronic device.

BACKGROUND OF THE INVENTION

Since the dawn of the electronic and computer age, there have been many attempts to create an electronic version of the classic Tic Tac Toe game. Those creations have focused on the convenience of an electronic format, to free players from the impracticality of having to use a physical substrate such as paper upon which to play the game. However, none of the previously existing electronic versions have modified the basic methodology of the game, and as a result the present versions all suffer from the same problem, which is that most games played will end in a draw, without a winner achieved.

SUMMARY OF THE CONCEPT

This invention is intended to offer the advantage of a game that will continue to be played until there is a winner every time, to overcome the primary disadvantage of the classic Tic Tac Toe game, which is that the majority of games played will end without a winner declared. An additional advantage of the present invention is the ability to handicap the players, so that players of different levels can play together and likely achieve a balanced number of wins for each player—such as a parent and child playing each other. Additionally, it is an objective of the present game for it to be exciting for both the players and also for spectators to observe, and also to be fun and sufficiently interesting to play remotely by internet or other wireless connection—and also to help improve memory skills for players of all ages.

DESCRIPTION OF THE DRAWINGS

FIG. 1 shows a standard Tic Tac Toe grid.

FIG. 2 shows the standard Tic Tac Toe grid with each grid numbered from one to nine.

FIG. 3 shows the first move made by Player X, who has placed a marker on grid position one.

FIG. 4 shows the first move by Player O, who has placed a marker on grid position five.

FIG. 5 shows the second move by Player X, who has placed a marker on grid position seven.

FIG. 6 shows the second move by Player O, who has placed a marker on grid position four.

FIG. 7 shows the third move by Player X, who has placed a marker on grid position six.

FIG. 8 shows the third move by Player O, who has placed a marker on grid position two.

FIG. 9 shows the fourth move by Player X, who has placed a marker on grid position eight.

FIG. 10 shows the marker that has been removed, which is the first marker placed by Player X, at grid position one.

FIG. 11 shows the fourth move by Player O, who has placed a marker on grid position nine.

FIG. 12 shows the marker that has been removed, which is the first marker placed by Player O, at grid position five.

FIG. 13 shows the fifth move by Player X, who has placed a marker on grid position five.

FIG. 14 shows the marker that has been removed, which is the second marker that was placed by Player X, at grid position seven.

FIG. 15 shows the fifth move by Player O, who has placed a marker on grid position three.

FIG. 16 shows the marker that has been removed, which is the second marker that was placed by Player O, at grid position four.

FIG. 17 shows the sixth move by Player X, who has placed a marker on grid position four.

FIG. 18 shows the conclusion of the game, which was won by Player X, who has successfully placed markers on grid positions four, five and six.

TYPICAL CONFIGURATION AND OPERATION

The game concept herein can be played on mobile devices, including but not limited to: cell phones and smartphones, and tablets such as an iPad; as well as on portable computers such as notebook computers, desktop computers such as a PC or Mac or other types of computers. Additionally, this game can be hosted on a computer server that has a CPU, that will provide the game to remote players who are playing the game on mobile devices that do not have a CPU, who will connect to the server by way of an internet or other connection type including wireless connections.

There will be a capability for the player's personal data and preferences, as well as game data and statistical results, to be stored in a data base for later access by the players. That data base may reside in the player's mobile device or personal computer, or may reside on a remote server.

The players will start the game by first deciding amongst themselves, who will start first and also their respective markers. Typically the players will choose the letter “X” and the letter “O” as their respective markers, although any visual symbol could be used as the marker for each player. Then, players will take turns placing their marker on the three by three grid in any open position. At the instant that there are the initial three of the same marker on the grid, the electronic device will assess whether any three of the same marker are aligned in a straight line. That straight line can be vertical or horizontal or diagonal. If at that instant there are three of the same markers aligned in a straight line, that player will be declared the winner, and the electronic device will signal that with a visual indicator, such as a line drawn through those three markers as shown in FIG. 18; and at that point there will be no further play for that game.

If on the other hand no winner was declared at that point, after the first three moves have been made by either player, then the game continues and at the instant that four of the same markers are appearing on the grid, if no three of the same marker are aligned in a straight line, then the electronic device will remove one of those four X or O markers. For example, the electronic device may be programmed to remove the earliest of the four markers that were placed on the grid by that player.

Whenever either player places their fourth marker on the grid, the electronic device will analyze those four markers, and either declare a winner or remove one of those four markers. When a player's marker is removed, it is then the other player's turn to proceed. Then, the game will continue on that basis until a winner is achieved.

With reference to the drawings, the description below in which the electronic device will remove the first or earliest marker is presented—as that is the variation of this inventive game that lends itself to the most straightforward explanation. However, there are numerous additional variations of this inventive game that will be within the scope of the Claims of this invention, in which the electronic device will select some other marker to be removed besides the first or earliest marker, and for example that selection may be made on a random basis. A few of those variations are listed in the section below.

FIG. 9 shows a very typical configuration of markers after a total of seven moves have been played, in which the original Tic Tac Toe game would have ended in a draw. In fact, many if not most of the previous methods of playing the Tic Tac Toe game will end in a draw, especially if the players are equally matched; and this becomes very boring for the players.

FIG. 10 shows the new configuration, as it will exist after the electronic device has removed the marker from grid position number one. The marker was removed from grid position one, because that was the first or earliest of the four X markers that were on the grid as shown in FIG. 9.

FIG. 11 shows the fourth move made by Player O, which results in four of the markers “O” on the grid, which causes the electronic device to evaluate the position of the four “O” markers. In this configuration, it can be seen that Player O has not won the game, because there are not any three of the “O” markers aligned in a straight line.

FIG. 12 shows the new configuration, as it will exist after the electronic device has removed the marker from grid position number five. The marker was removed from grid position five, because that was the first or earliest of the four “O” markers that were on the grid as shown in FIG. 11.

FIG. 13 shows the fifth play by Player X, who has placed a marker in grid position five. This causes the electronic device to evaluate the position of the four “X” markers. In this configuration, it can be seen that Player X has not won the game, because there are not any three of the “X” markers aligned in a straight line.

FIG. 14 shows the new configuration, as it will exist after the electronic device has removed the marker from grid position number seven. The marker was removed from grid position seven, because that was the first or earliest of the four “X” markers that were on the grid as shown in FIG. 13.

FIG. 15 shows the fifth play by Player O, who has placed a marker on grid position three. This causes the electronic device to evaluate the position of the four “O” markers. In this configuration, it can be seen that Player O has not won the game, because there are not any three of the “O” markers aligned in a straight line.

FIG. 16 shows the new configuration, as it will exist after the electronic device has removed the marker from grid position number four. The marker was removed from grid position four, because that was the first or earliest of the four “O” markers that were on the grid as shown in FIG. 15.

FIG. 17 shows the sixth play by Player X, who has placed a marker in grid position four. This causes the electronic device to evaluate the position of the four “X” markers. And in this configuration, it can be seen that Player X has won the game, because there are three of the “X” markers aligned in a straight line. Those markers are the “X” markers in grid positions four, five and six.

FIG. 18 shows the indication made by the electronic device, with a line drawn through the “X” markers in grid positions four, five and six; to confirm that the configuration shown in FIG. 17 was a winning configuration for Player X.

Additional Configurations

There are several variations by which this inventive game can be played. These include but are not limited to:

At the player's direction, the game can be set up to be played with different options as to which marker will be removed by the electronic device, when the fourth marker is placed on the grid by any player. Choices would be for the players to elect to have the electronic device remove the first or second or third or even the fourth marker.

Another option would include a selection for the electronic device to remove a random marker from the grid, rather than to always remove the first or second or third or fourth marker—in those instances where there are four of the same marker appearing on the grid, but without any three of the same marker in a row for a game winner.

Another option would include a choice to handicap the play of one player, so that for example, a parent can play against a child, with roughly the same number of wins for each player after several games played. One way to accomplish this would be for the child to have the option of selecting which of the parent's markers would be removed from the grid, in those instances where four of the parent's markers are on the grid without a winner declared. Additionally, the child could have the option to also select which of their own markers would be removed from the grid, in those instances where four of the child's markers are on the grid without a winner declared.

Another option would be the capability for the electronic device to serve as Player Two, so that any one player can play this inventive game in a solitaire mode.

Another option would be the capability for the electronic device to give a visual indication as to which marker will be the next marker to be removed from the grid; so that each player will not have to rely solely on their memory to be aware as to which of their markers will be removed when they have placed their fourth marker on the grid without achieving three of their markers in a row.

Another option would be the capability for the electronic device to give a temporary visual indication as to which marker was most recently removed from the grid, when any player's marker is removed from the grid by the electronic device.

Another option would the capability for two players to play each other remotely, such as through the internet or wireless connection; and also for observers from additional remote locations to be able to view the games being played.

Another option would be the capability for the electronic device to give a visual indication to the players, as the game proceeds, to inform them of additional facts such as their playing time per game, total or cumulative playing time, number of wins each, or percentage of wins each for the two players involved in that particular game, or for groups of players such as several friends playing remotely—or even for all players who have ever played this inventive game and who wish to take part in public reporting of their game results.

CONCLUSION

At least one version of this game will provide:

A method of playing the classic Tic Tac Toe game, in which the game will not end in a draw, and can always continue until a winner is achieved.

A method of playing the classic Tic Tac Toe game, in which one of the players can be handicapped, to allow for both players to have an equal chance to win any one game played.

A method of playing the classic Tic Tac Toe game, in which one player can play in a solitaire mode.

A method of playing the classic Tic Tac Toe game, in which two players can play each other remotely.

A method of playing the classic Tic Tac Toe game, where the enjoyment of the game will be enhanced by additional signals to the players, such as blinking letters or other visual indicators as the game proceeds.

Thus, specific variations and methods for an electronic tic tac toe game have been disclosed. It should be apparent, however, to those skilled in the art that many more modifications besides those already described are possible without departing from the inventive concepts herein. The inventive subject matter, therefore, is not to be restricted except in the spirit of the disclosure. The invention is applicable to other embodiments or of being practiced or carried out in various ways; and the invention will be limited only by the claims and the equivalents thereof.

Moreover, in interpreting the disclosure, all terms should be interpreted in the broadest possible manner consistent with the context; such as—the terms “player” and “user” should be understood to be interchangeable and meaning the same thing. 

What is claimed is:
 1. An electronic Tic Tac Toe game, comprising: an electronic device with a microprocessor or CPU; said electronic device capable of presenting a game to be played by one or more players; said game to be displayed as a three by three grid with nine spaces; said three by three grid capable of displaying one marker per grid; said markers typically consisting of an “X” and an “O;” said markers placed by the players on their alternating successive moves of the game with one of said marker placed on any open grid per player per move; said electronic device capable of monitoring the successive moves of each player; said electronic device capable of tracking said markers placed by each player, so that said electronic device will always have a tabulation of the sequential order of each of said markers as placed by each player; said electronic device to continually evaluate the number of said markers on the grid; said electronic device to check whether there is a winner of the game each time that there are three or four of the same said markers on the grid; said electronic device to declare a winner of the game, if said same three or four markers include three of said same markers that are aligned in a straight line on the grid; said straight line including any one configuration of horizontal, vertical, or diagonal; and said electronic device capable of removing one of said markers, in any instance where there are four of said same markers displayed on said grid, without three of said same markers being arranged in a straight line such that a winner would have been declared.
 2. The electronic tic tac toe game of claim 1, wherein: said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
 3. The electronic tic tac toe game of claim 1, wherein: said electronic device is capable of being programmed by way of user preference, to always remove either the earliest marker or the second earliest marker or the third earliest marker or the most recent marker placed on the grid by either the X or the O player respectively, in any instance where there are four of said same X or O markers displayed on said grid, without three of said same X or O markers being arranged in a straight line such that a winner would have been declared.
 4. The electronic tic tac toe game of claim 3, wherein: said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
 5. The electronic tic tac toe game of claim 1, wherein: said electronic device is capable of being programmed by way of user preference, to randomly remove either the earliest marker or the second earliest marker or the third earliest marker or the most recent marker placed on the grid by either the X or the O player respectively, in any instance where there are four of said same X or O markers displayed on said grid, without three of said same X or O markers being arranged in a straight line such that a winner would have been declared.
 6. The electronic tic tac toe game of claim 5, wherein: said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
 7. The electronic tic tac toe game of claim 1, wherein: said electronic device is capable of being programmed by way of user preference, to allow either the players themselves or any game observers to select which of the markers will be removed from the grid, in any instance where there are four of said same X or O markers displayed on said grid, without three of said same X or O markers being arranged in a straight line such that a winner would have been declared.
 8. The electronic tic tac toe game of claim 7, wherein: said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
 9. The electronic tic tac toe game of claim 1, wherein: said electronic device is capable of being programmed by way of user preference, to analyze the present configuration of said markers on said grid, and select which of said markers to remove from the grid, such that said electronic device's selection of which marker to remove will increase the mathematical probability that either Player X or Player O will win that particular game—in any instance where there are four of said same X or O markers displayed on said grid, without three of said same X or O markers being arranged in a straight line such that a winner would have been declared.
 10. The electronic tic tac toe game of claim 9, wherein: said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
 11. An electronic Tic Tac Toe game, comprising: an electronic device with a microprocessor or CPU; said electronic device capable of presenting a game to be played by a sole player; said game to be displayed as a three by three grid with nine spaces; said three by three grid capable of displaying one marker per grid; said markers typically consisting of an “X” and an “O;”said electronic device capable of serving as either Player X or Player O per user preference—so that the game can be played by a sole human player who will be playing against said electronic device; said markers placed by the players on their alternating successive moves of the game with one of said marker placed on any open grid per player per move, said electronic device capable of monitoring the successive moves of each player; said electronic device capable of tracking said markers placed by each player, so that said electronic device will always have a tabulation of the sequential order of each of said markers as placed by each player; said electronic device to continually evaluate the number of said markers on the grid; said electronic device to check whether there is a winner of the game each time that there are three or four of the same said markers on the grid; said electronic device to declare a winner of the game, if said same three or four markers include three of said same markers that are aligned in a straight line on the grid; said straight line including any one configuration of horizontal, vertical, or diagonal; and said electronic device capable of removing one of said markers, in any instance where there are four of said same markers displayed on said grid, without three of said same markers being arranged in a straight line such that a winner would have been declared.
 12. The electronic tic tac toe game of claim 11, wherein: said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
 13. The electronic tic tac toe game of claim 11, wherein: said electronic device is capable of being programmed by way of user preference, to always remove either the earliest marker or the second earliest marker or the third earliest marker or the most recent marker placed on the grid by either the “X” or the “O” player respectively; in any instance where there are four of said same “X” or “O” markers displayed on said grid, without three of said same “X” or “O” markers being arranged in a straight line such that a winner would have been declared.
 14. The electronic tic tac toe game of claim 13, wherein: said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
 15. The electronic tic tac toe game of claim 11, wherein: said electronic device is capable of being programmed by way of user preference, to randomly remove either the earliest marker or the second earliest marker or the third earliest marker or the most recent marker placed on the grid by either the “X” or the “O” player respectively; in any instance where there are four of said same “X” or “O” markers displayed on said grid, without three of said same “X” or “O” markers being arranged in a straight line such that a winner would have been declared.
 16. The electronic tic tac toe game of claim 15, wherein: said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
 17. The electronic tic tac toe game of claim 11, wherein: said electronic device is capable of being programmed by way of user preference, to allow either the players themselves or any game observers to select which of the markers will be removed from the grid, in any instance where there are four of said same “X” or “O” markers displayed on said grid, without three of said same “X” or “O” markers being arranged in a straight line such that a winner would have been declared.
 18. The electronic tic tac toe game of claim 17, wherein: said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
 19. The electronic tic tac toe game of claim 11, wherein: said electronic device is capable of being programmed by way of user preference, to analyze the present configuration of said markers on said grid, and select which of said markers to remove from the grid, such that said electronic device's selection of which marker to remove will increase the mathematical probability that either Player X or Player O will win that particular game—in any instance where there are four of said same X or O markers displayed on said grid, without three of said same X or O markers being arranged in a straight line such that a winner would have been declared.
 20. The electronic tic tac toe game of claim 19, wherein: said electronic device is capable of tracking, archiving and displaying statistical data to the users including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations. 